Hoist the Black Flag - Dungeon World (Inactive)

Game Master kdtompos

"Every normal man must be tempted, at times, to spit upon his hands, hoist the black flag, and begin slitting throats." - H.L. Mencken, Prejudices, First Series (1919)

Basic Moves List


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Ha! Then I'll update after some others have had a chance as well.

Also, out of curiosity: Darya, what does the spellbook of a witch who resides beneath the ocean look like?


Halfling Dashing Hero Lvl 1 / HP 16/20 / Armor 1 / XP 2 | STR 0/DEX+2/CON 0/INT +1/WIS-1/CHA+1

Eli laughs as the excitement begins. Getting a tight grip on a rope, Eli whips out his rapier, and springs off of the spar he stands on. As he begins his swing forward towards the bow, he slashes the silver line and any others he encounters on the way.

Daring Devil: 2d6 + 2 ⇒ (5, 2) + 2 = 9

I'll take "You end up exactly where you want to be" and "You don't attract unwanted attention"

He lands smoothly on a foremast spar and shouts down at the crew, "Bow clear for boarders!" He readies his rapier to slash the lines holding the bow nets, and waits for the perfect moment...


Male Human Battlemaster 3 | HP: 11/20 | Armor: 0 | XP: 2 | Gambit: 4

For the first few seconds, Kale does nothing but watch, eyes darting back and forth as he analyzes the merfolk's plan of attack. He smiles proudly at his crew's disciplined reaction to the assault. Well done, Mr. Greybreak, he thinks, taking note of the first mate's sharp, efficient orders.

"Keep calm, lads," Kale calls out, smiling confidently as strides toward the starboard bow. "Our bottom-dwelling friends want to intimidate us with brute force, but they're sorely lacking in brains, as you can see." He leans down, grabs one of the spear-tipped 'fishing' lines and pulls it free from the deck with a grunt, dragging it along behind him as he crosses to the port side. "What we've got, that they lack," he says, "is the ability to work together, not getting in each other's way," yanking loose another spear, this time one flung up from the opposite side of the ship. With an old sailor's skill, he lashes the two lines together, then flicks the taut line and laughs. "Ha! Tug on that a while, eh?"

"That's why we only board a ship from one side, lads," Kale says nonchalantly, as though the life-and-death matter of the assault was merely an everyday occurrence. "So you don't get tangled up with your buddy coming up the other way."

He raises his voice, his rich timbre carrying up and down the length of the ship. "The Orcillians have us stopped, my lads, but we know more about taking a ship than they'll ever learn! Keep your wits about you, and they'll not bother us for long!"

Kale leads the crew in a brief but enthusiastic war cry, raising the Cassiopian Tusk high above his head, before stalking forward to join Nuemo at the bow. Along the way, he stops next to Darya and leans in, whispering, "Did I hear you correctly--there's a damn Kraken coming up after us?" When she confirms, Kale winces. "Well, that's fine news," he mutters, "just fine! Anything you can do, madam, I'll be sorely grateful for, should we survive."

"Keep me updated on the Kraken, but let's not let the lads panic, yes? If we have to, I'll order an evacuation--they're strong swimmers, mostly, and can reach that shore---but I'd rather it not come to that."

"Oh, and on a related note, might you know of any witchery that might help a man breathe underwater?"

After listening to Darya's response, Kale quickly hustles forward to join Nuemo. He taps the alchemist on the shoulder and points up to where Eli is waiting with the nets. "Let's lure 'em back a bit, Mr. Nuemo," Kale says softly. "The lad'll be watching for our signal..."


Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

Darya's spell-book is covered in whale-sharkskin. The spine is covered in decoratively carved shells to protect and add strength to the book. The carved shells are used as corner covers as well. The pages are sewn together using baleen, because of it's flexible and durable properties. The pages inside are specially made by OceanFolk to handle being underwater.

I see Darya being up on deck, before she ducked somewhere, like a nook or behind some things to scan through her spell-book in a slightly safer location.

'Now, to see if I can talk them out of their horn.' Just as she was about to leave her nook, Captian Kale stopped. He was asking about the Kracken, about Thyric. "Yes. This one is named Thyric and he's angry, very angry. I get the feeling they've called him a few too many times."

She paused to let him take in that information before continuing on. "I can send him back, but it's harder without the horn that summoned him. I have to make the horn myself if we can't talk them out of theirs. To make one, I need a conical shell at least this big." She motions around her torso to convoy the size. "Yes, it needs to be big. And I need two others familiar with the magic of the sea or the divine. It should only take five to ten minutes, but if they don't give up the horn, they can summon him again, and we will end up in a cycle with no set end. That is, unless they see reason. You help me get what I need to send him back, and I'll keep them from getting him here as long as I possibly can. As for, magic to breath underwater," a grin spread across her face. "There are always ways."


Eli: The hooked end of the line falls harmlessly to the decks below as you sever it from the strand winding back to the ocean. You land gracefully on the foremast spar, feeling the burden of gravity a bit more pronounced than your used to but certainly not unbearably so. From here you should be able to release the nets quite easily. However, you're still in view of the opening on the port side and further casts.

All: With crew either below decks or keeping away from the rails and rigging, the spears seem to stop and castings become less precise and easier to avoid. But over the bow of the ship the first of the crustaceans comes into view. The creature is roughly the width of three men, with six lower appendages that scrape at the surface of the deck as it pulls itself over the front rail. A torso rises from the rear carapace, but bears no resemblance to any humanoid torso--with interlocking plates, tiny tendrils like that of a sand-crab surrounding a vertically split maw, and two black eyestalks that emerge from the top. From one side of the torso hangs a massive claw, disproportionately large for even something as great as this beast; and from the other side a much smaller appendage that grips its shell.

This one's held shell is mostly flat, with grooves at the top that appear to be natural (perhaps where whatever actually grew it had appendages protruding). The surface is reflective, but almost prismatic in color depending on how the light hits it. The creature chitters noisily as commands its beachhead aboard the Eye of the Storm, as two other large claws reach over the rail to further advance once the first clears some room.

Numeo: You slide to a stop only a foot or so from where the creature rests the base of its shield. It chitters at Kale, threatening him back with its claw, then notices you at its feet. With a quick thrust, it tries to ram you with its shield. What do you do?

Quelthas: There's a lot of magic around you to be sensed, and the cacophony is overwhelming to be honest. But whatever shamanistic magic raised this coral hasn't stopped. The shaman must be preparing more...

Darya, roll Spout Lore if you think you may know of a way to breathe underwater. Feel free to begin to explain it too, regardless of how you roll. I will add to whatever you begin, in a direction depending on your success.

The crustacean is not underneath the nets yet, and only one is aboard at the moment. But it's working hard to drive back Numeo, who's in a compromised position, while two others are working their way over. With that large shell in place, there aren't any obvious vulnerable spots.

What do you do?


Male Human Battlemaster 3 | HP: 11/20 | Armor: 0 | XP: 2 | Gambit: 4

"Leave my alchemist alone!", Kale bellows. He takes a quick step forward and to the right, his long coat flapping, and feints at the crustacean.

Defend Nuemo: 2d6 + 0 ⇒ (4, 3) + 0 = 7

Defend:
When you stand in defense of a person, item, or location under attack, roll+Con. ✴On a 10+, hold 3. ✴On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option: Halve the attack’s effect or damage.


If Numeo makes it out unscathed, you may maintain that hold as long as you stick nearby.


Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

Spout Lore: 2d6 + 1 + 1 ⇒ (4, 2) + 1 + 1 = 8
There are tales, some say they are just myth, about plants that when consumed allow a SurfaceFolk to breath underwater as one of the OceanFolk.

There is also her spell-book, which could contain such things as well.


Good point! And I'm fine with you utilizing both knowledge and spell book. If spout lore goes poorly or sounds way too difficult, then go for crafting your own option. Or vice versa if the options I give for crafting don't sound very obtainable. This witch character adds to really fun nuances!

More info on these plants that can assist breathing, coming up...


Death Masks: pleurotus thanatos - a type of underwater fungus that grows in the carcasses of large sea creatures. It is called the death mask (or death's ear, because the wide brimmed and gilled caps resemble large ears) not only because it grows out of death, but also because if fully matured it releases spores that are extremely fatal to most lifeforms.

Those with the proper knowledge, however, can discern which fungi have yet to mature to the spore-releasing stage and may utilize them for underwater activities. By pressing the cap firmly to one's face, the gills provide a water-tight seal around the nose and mouth as well as filtering the oxygen from surrounding water-much in the way a fish's gills would. This allows the wearer to breathe a steady supply of oxygen for as long as he/she wears the mask.

You (Darya) could recognize the fungus should you come across it, and even be able to lead the crew to likely places where you might find it. But you aren't so confident in your ability to ensure it isn't yet at the final stage of maturity.


Sorcerer 2

Numeo acks and attempts to roll out of the way again! He knows his luck won't hold out forever...

Defy Danger Dex: 2d6 + 1 ⇒ (4, 4) + 1 = 9


Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

Good to know :) Now, to Parley or not to Parley for that horn...


Numeo, this time your roll will take you tumbling back into your Captain. It's not likely either of you would be hurt in the tumble, but if you wanted to present some sort of front this would lose it as the two of you tried to untangle mid deck. Otherwise, when you bump in to him you can stop pushing and take the hit. (1d6, forceful) He would halve the damage though.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

Quelthas closes his eyes and crouches down on the deck of the Eye, focusing inwardly. Blocking out his other senses, as hard as that may be amidst the crisis that has struck his craft and crew, Quelthas turns his attention to his elven magic sense. He knows the Shaman must be stopped. After a few moments, he begins to pick out the individual songs of magic that surround him.

"There you are..."

It was clear that the Shaman was channeling a great deal of power. The power was not his alone, but it was clear that he was driving the energy at work here.

The Mage's eyes snap open. With a quick look around, Quelthas makes sure no lines or projectiles are headed his way. Keeping low, Quelthas scrambles across the deck of the Eye, intent on getting eyes on the opposing Caster, perhaps even bringing his talents in Counterspell to bear, should the chance arise...


Sorcerer 2

I'll take the hit.

1d6 ⇒ 6 /2 = 3 Damage


Quelthas: roll for Discern Reality. Using your 6th (or 7th, or 8th, or whatever...) sense seems to go beyond simple sight or sound, and you sound pretty focused on it. What are you hoping to find out by really listening to the sounds of the arcane? Feel free to toss out an alternate question too if the given options don't seem to fit in this case.


Numeo: You bump into Kale as you try to roll free, preventing you from fully clearing yourself of the Crustacean's swipe. The shield crashes into from the right, sending you in a quick somersault away from the creature and jarring you pretty soundly. Luckily Kale strikes the shield with his own blade, arresting a good portion of the force.

Your head hurts a bit, but it's nothing you aren't used to. And luckily your just out of reach of any further strikes for the moment. The large creature chitters again as its comrades start to swing over the railing into the space he's emptying behind him. He raises his shield for a strike now against the bearded Captain before him, hoping to clear some more space. What do you do, Kale? And what of the others?


Male Human Battlemaster 3 | HP: 11/20 | Armor: 0 | XP: 2 | Gambit: 4

As the vile Crustacean raises its shield, threatening Kale, the Captain steps back, surrendering his ground. "They're too strong for us, Mr. Numeo," Kale says with a wink toward the alchemist. "There's no use in trying to stand our ground! Pull back!"

All right, you big hunk of shellfish, Kale thinks. Take my bluff and come at me. Just a few steps closer, and you'll be right under Eli's nets...

Rather than confront the Crustacean in melee, Kale is going to step back and give it what it wants--cleared space. Of course, he's just bluffing, hoping to lure the creature forward into a trap. What sort of roll, if any, would be appropriate here?

Regarding the ominous Death Mask fungus, what about the possibility that Pird the Patcher is carrying some? After all, Pird is always gathering up exotic plants to cut with his Djo-root, searching for ways to enhance its narcotic effect. He might not be willing to part with it, though--he can be awfully protective of his stash... (requiring, perhaps, a Loyalty roll to obtain the fungus).


Might Pird have some Death Mask fungus? You know, Captain, he might. That guy does seem to have a thing for potentially dangerous plants. You'll have to find him and ask him. He's not much for fighting, so he's likely below deck.

Also, no need to roll anything if you're giving up the ground. That's what the crustaceans are after, so if you aren't resisting then even the shield bash isn't a real danger. It was for Numeo, however, because he was in a more compromised position.

The large crab-centaur-like creature clicks forward even as Kale feigns retreat with the others. Every couple steps it thrashes with its shield to keep you all moving. Behind it, the two others pull themselves into the empty space, forming a wedge of claw and shell that spans the width of the ship. The one on the right (your left if you're facing them) has a huge, conical shell for his shield. It looks like taking a shield bash from him could be a bit more brutal. The other's shield looks like a gigantic scale rather than a shell.

As you backpedal, they all methodically and strategically advance, pushing you toward the cabins at the rear of your ship. Unbeknownst to them, they also are walking beneath your readied nets.

Eli: This looks like the moment you've been waiting for. But in the time it's taken everyone to get to the perfect position, the Mers on the port side have taken another cast at the Halfling in the rigging. Two more gleaming, silvery lines fly spiraling from the churning water in your direction. Damn that timing!

Just a rules clarification. Obviously anyone may simply ignore a threat, which might be a good choice if what it distracts you from is more important than the risk. In this case, if Eli tries to avoid the lines his roll has the potential of hindering whether he can release the nets. But then again, with good rolls, you could get a win-win scenario as well. Play to find out, right?


Oh yeah, and Kale marks 1 gambit for the damage Numeo took.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

Discern Reality: 2d6 + 1 ⇒ (1, 5) + 1 = 7

There are a couple of the questions that are near the type of info that Quelthas is looking for, but really, when it comes down to it, he needs to know "Where is the Caster who is driving the magics at work here?"


Halfling Dashing Hero Lvl 1 / HP 16/20 / Armor 1 / XP 2 | STR 0/DEX+2/CON 0/INT +1/WIS-1/CHA+1

As in any dance, timing is everything...

Eli winces slightly as he registers the incoming lines, but remains focussed on the captain and the crustaceans below. As the moment arrives, Eli nods to the other crew members in the rigging, and as one their blades fall, releasing the net. As the net begins its descent, Eli steps off the spar to fall beside it, letting the approaching lines pass harmlessly overhead...

He's trying to both drop the net and avoid the lines, but the net's first. Should I roll?


Sorcerer 2

Numeo clutches his head as he stumbles backward. Blast! That would have taken my head clean off if not for the Captain's intervention...time to see what the subject of my prophecies is really capable of.

"Captain!" he yells. "I devised a..." he hesitates briefly. "a Strength potion to even the odds! Get ready to tear them apart!"

With a manic grin that flashes in the darkness of the islander's face, the alchemist whips open his coat. Darting one of his clever hands inside his bandolier, he grasps a Potion of the Monster (-1 Ammo). Uncorking it, he pockets the cork and withdraws a tiny vial, that he opens and upends over the Potion.

A small, white hair - from Everett Kale's head - slips into the potion. Numeo cackles in glee as he gulps the now-bubbling concoction down, forcing the difficult-to-drink liquid into his gullet from sheer force of will.

Voodoo!: 2d6 + 3 ⇒ (1, 4) + 3 = 8

Kale, the following effects are applied to you through weird voodoo magics:

Potion of the Monster:
Invigorating: +1 Forward to next physical (STR, DEX, CON) roll due to superhuman capabilities.
Mutagenic: Provides 2 extra Warp when Imbibed, but it guarantees a side-effect. Since I rolled an 8, you would normally gain 1 Warp to spend on a monster move of the DM's choice. Because this is a mutagenic potion, you have 3 warp, but you get a side effect determined by the DM!
Ground teeth of a grinder fish -You can use them in a potion to sprout a mouth full of vicious teeth.
Bone-gorilla gallstones - extremes of your body are covered with bonelike plates, which can be protective or restrictive.


Eli: If you're focusing on the nets first, then the lines will hook you. No rolls necessary. If you want to defy danger then it will have to be in the midst of releasing the nets, which puts that at danger of not going off. Still want as you described (which means you'll be caught in the lines)?


Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

Darya decided to take a risk and made herself visible to the Orcillians before she addressed them. "I know who and what you called! And I also know he's angry. I bet you've summoned him one too many times. I don't think you want to end up as his dinner do you? His playthings? Dismiss him now, or hand over the horn so that I may do so, and that wont be your fate. If you refuse, and he does come, your lives are forfeit."

Parley: 2d6 + 2 ⇒ (6, 1) + 2 = 9


When you make yourself visible at the edge of the ship, another duo is silver lines shoot from the water even before your first sentence is out. What do you do?


Quelthas: There's quite a bit of magic around you, since the reef itself is singing. But you're looking for the source. Like following the dull thuds of rhythm behind the soaring melody. And the beats are coming from behind the ship.

From the back of the quarterdeck you can almost make out the black and white shape beneath the waters not far behind you. It's a crafty position--with the reef and ambush demanding your attention at both sides, and the crustacean shock troops climbing the bow.

You have good timing as well, as the song seems to be rapidly building.

The choppy water seems to be gathering now at one side of the ship. It's much more apparent from this view at the back, with the ability to observe both sides. And the ship is clearly tilting slightly as one side continues to build. This is likely the shaman's doing as well. What do you do?

Kale: You feel... ferocious! Something powerful is welling up inside of you. To be honest, it also feels a little out of your control. You have a feeling that if you unleash it, you certainly won't be in control of yourself, no matter how beneficial it may be.

First, you can instinctively feel what you now have to power to do: the vicious teeth and the bonelike plates. How do you just know this? But when you use them, you will be unable to engage anything else until whatever you're using it against is gone or dealt with.

Numeo: You feel a latent rage building within you as well. You feel inexplicably linked to the Captain at the moment, as if the choices he makes might have an impact on you as well.


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Sorcerer 2

Numeo's maniacal laughter continues unabated, as he tosses his head back and cackles at the sky. This potion would be his most successful yet!


Halfling Dashing Hero Lvl 1 / HP 16/20 / Armor 1 / XP 2 | STR 0/DEX+2/CON 0/INT +1/WIS-1/CHA+1

Hrm, yes, it seems important enough to get those nets down that Eli ignores the lines and allows himself to be hooked. So let's adjust the bits after slashing the ropes holding the nets...

As Eli's rapier flickers and the nets begin their descent, he winces as two lines find him, hooking into his forearm and thigh. Damage I assume? Hoping to catch the caster unawares, he wraps one line around his fist and yanks as hard as he can, while whirling his rapier in an arc at the line hooked into his leg.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

I feel like a Counterspell is a viable response here. If I'm correct, can I roll for it and write it up in my next post?


Sounds Brilliant! Go for it.


Male Human Battlemaster 3 | HP: 11/20 | Armor: 0 | XP: 2 | Gambit: 4

A Few Seconds Ago...

It was a harrowing battle, but Kale's spirits were high. His crew had faced worse, and he was confident in their ability to repel the Orcillians. The Kraken, on the other hand...well, that was still to come, and he'd face that crisis when it reared its ugly head. But at this moment in time, facing off against massive crab-taurs, the serrated tooth of a leviathan shark clutched in his hand, Kale felt good. Clear-headed. In control.

That's when things...changed.

Kale's perception slowed to a crawl. Nuemo's mad cackling echoed slowly from far away, deep and booming like a lost whale's song. The ship rolled under his feet, the sky cracked and whirled. The cassiopian tusk clattered to the deck, coming to a stop beside the railing.

"My teeth feel soft," the dazed Captain mumbled, before closing his eyes and--

Blackout:

--waking up to gentle warmth, sunshine. Bright blue sky, soft waves crashing nearby. The feel of hot sand on his back, between his toes. I'm lying on a beach, Kale thought, with no sense of urgency or concern. Everything felt unreal--dream-like--but sharp and vibrant nonetheless.

"You have a choice to make, Everett." The voice sounded like a young woman, somewhere close by. He couldn't turn his head, but for some reason that didn't bother him.

"Aye, lass? And what choice would that be?"

"Whether or not to fight, Everett." Her voice was familiar, though he couldn't quite place it.

"Ha! An easy one! I'll always choose to fight, given the option."

"Even if there is a cost?"

Kale tried to shrug. "Hrmph. There's always a cost, madam. And even though the cost of doing nothing always looks cheapest, it never really is. It's best to act, and seize your fate, rather than wait for fate to find you, some far off day when you're not watching for it."

"You have been given great strength, Everett. But you may risk losing yourself."

Kale paused, puzzled. "You mean I might die?" The woman was silent. "I...I don't really reckon I understand what you're saying, lass. But whatever you're trying to get at, it's not going to change my mind. If there's risks, I'll take 'em. I'll not shy away from what needs doing."

"Then wake, Everett. Wake and become one with your anger."

The sun drew overheard just then, the light blotting out his vision and the sounds of lapping waves fading out to an indistinct susurrus until--

NOW

--Kale throws his head back and roars. His eyes are suddenly and violently bloodshot, his mouth a savage nightmare of jagged fangs.

"RrraarrARRRRGH!"

He leaps toward the lead crustacean and scrabbles to climb onto its back. He snaps his jaws toward any soft flesh he can reach, trying to bite off a tender eyestalk or antenna.

For GM:

Kale has fallen into a berserk rage! Ignoring Eli's net trap, he's going to attempt to ride the crab-beast, biting down on whatever vital chunk he can reach and attempting to control the crustacean via the persuasive power of PAIN! Defy Danger! +STR!: 2d6 + 1 ⇒ (1, 4) + 1 = 6

Kale is also changing tactics from his default mode of Cautious (since he is throwing all caution to the wind in his animalistic state). He will be changing to Reckless: When you deal damage, deal +1d4 damage. When you take damage, take +1d4 damage. Change Tactics +INT: 2d6 + 2 ⇒ (2, 4) + 2 = 8 (You may choose to waive the roll required for a tactics change, due to circumstances, but I figured I'd put it out there just to be on the safe side. Disregard it if you wish). With an eight, I have to pick an option and I choose: Spend 1 Gambit (it makes sense that any plans Kale was thinking of have noew been wiped from his mind).


Sorcerer 2

Kale's battle rage also affects Numeo! With a howl of fury Numeo leaps into the fray as well, knocking the crustacean off-balance with his own body to make it easier for the beast-Kale to destroy him!

Aid Another: 2d6 + 2 ⇒ (4, 4) + 2 = 10


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

Quelthas shades his eyes as he peers out from the aft section of the Eye. Despite the glare from the sun, he manages to make out his target.

Focusing inwardly, his hands come up to his circlet, fingertips making contact with the arcane treasure. In the Mage's mind, he envisions the pulses of the Shaman's magic, not just as the "sound" from his Magic sense, but also as pulses of energy, something akin to viewing the disruptions in the air that might be associated with the vibrations passing through the space between objects and beings.

Around the elf, the air dies, a calm settles around the caster as his powers take shape. In contrast to his usual driven and dynamic displays of power, an eerie silence surrounded the Storm Mage. For a handful of moments, the calm seems to stretch out from the Mage, covering the area in entropy.

Counterspell: 2d6 + 3 + 1 ⇒ (2, 1) + 3 + 1 = 7
The spell's effects are superficial and temporary.

At once, Quelthas's eyes lock on the Shaman. In an almost silence rage, the elf utters a single word...

"Cease..."

KRACK-BOOOM!!

In an instant, the silence, for lack of better terms, pops, like a bubble stretched too far. A crack of thunder, centered on the enemy caster blasts not only the real world, but the tapestry of magic that surrounds it. Although the spell was not totally obliterated, the discordant Counterspell would have a drastic impact on the result.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

Make that "At once, Quelthas' eyes lock on the Shaman. In an almost silent rage, the elf utters a single word..."


Eli: Your rapier flashes through the air, snapping holds and freeing the hooked nets, which drop toward the crustacean creatures below. Immediately, the silvery lines wrap about you, one grasping your left arm and the other winding around your right leg. They wrench you from where you were seated atop the beam, dropping you to the deck below and ripping you quickly toward the rail where you'll likely disappear beneath the waves. You manage to snap one of the lines, but the other one still drags you furiously. You're only a foot now from the side rail, less than a second from leaving this ship you've only begun to call home. What do you do?

Eli: no damage from the hooks, but dropping to the deck bruised you up a bit. Take 1d4 damage, ignoring armor.

Kale and Numeo: I think in this case, the tactic change seems pretty natural and wouldn't require the roll. So I suppose that means you can keep the gambit for the moment. The beast overcomes you both. The world goes red and you can actually smell your prey--the salty air, the seaweed that drapes over their shoulders and the caked blood on the boss of their shields. You both rush in tandem toward the crustacean at the "point-of-the-spear", as it were.

Kale, you are immediately stopped by the reflective, curved shield which crashes into your face and side. 1d6 (+1d4) damage, but ignore forceful due to Numeo's help. You can taste your own blood now, which only fuels your hunger for more.

Numeo, you're carried forward as if in a wild current of your own. A feral and guttural sound escapes your lips as you throw your own body like a weapon upon the large shield. The beast was not expecting such a violent counter-attack, especially since their advance has been so simple thus far. It's smaller arm buckles beneath the force of you both and you're able to drive in close enough to smell its flesh, trapped beneath that rocky carapace.

At the same moment, the hooked net descends from above, threatening to entangle all 5 of you within it's barbs and webs.

Kale, roll Hack and Slash as you try to devour one of the creature's eyestalks. Numeo, you are not so overcome as to not have the presence of mind to try and escape rather than attack. But you still will not be able to attack anything other than the one Kale is trying to feast on.

Quelthas: The waters on the Port side of the ship have already begin to rise like a watery mountain into the air. You can see the shadowy form of sharks darting within the towering wall, alarmed by their current predicament. Like a great wave the water amasses and builds, ready to crash over the deck and wash you all onto the surrounding reef like vermin clinging to a log.

But your voice rings out, clear as crystal over the tumultuous, churning waters. [bigger]"Cease!"[//bigger]

Immediately, the waters drop, unable to curl over and crash into the deck. But as the liquid mountain drops back to the sea, it lifts the Eye of the Storm from beneath and tilts it almost 90 degrees. You (Quelthas) find yourself sliding toward the dipping rail, clawing against gravities persistant tug. What do you do?

That spell would have been NASTY! You're the only one currently being tossed however because you're the only one not beneath a hooked net or attached to a silver line that's trying to drag you overboard. Should Numeo try to get out from under the net, he will deal with the tossing as well.

And what of Darya? Has she been hooked by the lines as well, or is she being tossed aboard the tilting Eye.

Phew, I hope that catches things up. Let me know what I've missed.


Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

When the silver lines flew at her, Darya was not surprised. She had been expecting it. A smirk on her face, she greeted the lines. She stood her ground, and was not about to let them pull her over either.

Defy Danger (CON): 2d6 + 1 ⇒ (3, 6) + 1 = 10

She's holding her ground, neither pulling them in nor letting them win, I felt CON was the best choice for this. Would either of them fall in the near category?


Yeah, I would say that both fall in the near category.

You clutch the side rail in your grip, as the lines tug and pull at your frame. You don't fight back, but neither do you buckle beneath the strain. You can see the Orcillians in the large cavern on the Port side of the ship, flipping their fins and straining to pull at the witch who stands so resolute.

Then comes the wave. The ship rises high into the air, tilting to the opposite side of where Darya stands transfixed. The lines keep her firm against the rail even as she rises. But they won't last long... she can't last long. No matter how resolute she is, the two will likely pull her under if she can't do anything about it.

What's your plan? You certainly have their attention, though they don't seem to have been persuaded by your earlier speech. Do you try again, now that the situation has changed?


Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

Her eyes lock one of the two trying to pull her in. "Muscles and Fins, Strong true. Fail they now as weak as jelly."

Hex: 2d6 + 2 ⇒ (1, 2) + 2 = 5 I knew a fail was coming >.< Now of all times...


Cool, that means you get xp!

As the Eye of the Storm tips on the spreading waters, Darya is ripped through the rails in a shower of splintered wood and plunged beneath the waves.

Darya: You watch the second Orcillian's tail-fin bulge and stretch. One powerful flip of the appendage rips you from the deck like a toy on a string. You shoot straight into the cavern, your momentum only arrested when you slam into the edges of the coral structure.
Take 1d6 damage.

In an instant a spear is plunging toward your chest, but it stops inches away from piercing your skin. One of the Orcillians stands over you and beside the one with the weapon, clutching the shaft in his own claw. This one wears a collection of shells imbedded in his left arm, scarred and stitched into the inky skin. He ignores the soldier that tried to gore you and instead studies appraisingly with those dark orbs set just in front of large white eye-marks on his face.

"I think this is exactly where you want to be, no?" he asks of you with a thick accent. "You call to us rather than fight, you practically spread your arms as we hook you, and I have little doubt you are responsible for Vik'lum's newfound strength." He motions back toward the Orcillian behind him who towers within the once roomy underwater cavern. "You wanted us to free you from your captors, *starfish? Or are you a distraction?"

What do you do?

*"Starfish" is a common term of endearment beneath the surf. Much like those used on land it can be flattering or patronizing depending on context.


Sorcerer 2

Numeo glances up and looks at the net descending on him. Being entangled with this crustacean and his raging captain didn't sound like a good idea, so Numeo tries to dodge out of the way by jumping backward. He closes his jacket around him so the cloth doesn't catch on any hooks.

DD Dex!: 2d6 + 1 ⇒ (1, 2) + 1 = 4

Uh oh..


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

A quiet smile crosses his lips as the spell fizzles out, but the celebration is brief at best as the ship lurches in a heavy roll. As a seasoned sailor, Quelthas was used to dealing with a rolling vessel, but a full 90 degrees was well beyond the skill of any sea-fairer to negotiate.

"Oh balls..! Shyte...!"

Defy Danger with quick thinking INT: 2d6 + 3 ⇒ (4, 3) + 3 = 10

The elf slips and skids down the deck, frantic to grab onto any sort of line or brace to stop his slide. In a brief moment of clarity, an idea comes to mind.

"The aft mooring bollard! Where is..? Ah ha!"

Quelthas pushes himself and rolls his way towards the bollard as he continues to slide down the tilting deck. The mooring bollard was built to support a ship's mooring line under tension, and could easily support the elf's weight. Once he lands, Quelthas starts unwrapping the nested mooring line, securing himself to the ship. Risking a glance around, he looks over the condition of the deck, and braces for any sign that the Eye was preparing for another roll to correct herself.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
Darya the Free wrote:
[dice=Hex]2d6+2 I knew a fail was coming >.< Now of all times...
Numeo wrote:

[dice=DD Dex!]2d6+1

Uh oh..

Looks like the Eye's "home court advantage" is wearing out... lol


Sorcerer 2

It seems we succeed or fail together!


GMing story-based games with nautical themes... with a player who was in the navy...

I have never felt more exposed in the act of making up crap that I honestly know nothing about. Now please excuse me while I go look up "mooring bollard".


Numeo: You free escape from beneath the net, just as the ship reaches the full degree of its tilt. With your jacket pulled in tight you slide off of the deck and drop feet first into the water beside/below. The waterline disappears above you before your feet connect with the coral reef beneath.

Above you the rays of the sun skip across the surface in a gridlike pattern, and you can see the ship's bulging sidebeams where the keel should be were it upright. Thanks to your ice grenade earlier, this side of the reef seems clear of Orcillians... though other finned shapes are beginning to gather, beckoned by the injuries your grenade caused when sealing the passage.

What do you do?

Quelthas: Of course, the mooring bollard. I'd have done the same, which is to say it's a brilliant idea. As drastically as the ship tips, you stay upright and dry. Quickly it begins to reset itself, and you can gain your feet once again. And as harrowing as that was, you take comfort in knowing that such a wave must have certainly exhausted the shaman a bit.

You suddenly hear Kaph's voice calling from the entrance to the quarters below you. "Mr. Greybreak!" he calls, "We've sealed what we can, but this tossing isn't helping our odds!"

Kale: The net descends on you and the Crustaceans as you snap and tear at the frontrunner, holding you all aboard through the ordeal.


Sorcerer 2

Are my arms bound, or can I reach one of the flasks on my bandolier?


Your arms are free. You wrapped your jacket tight, I presume to avoid catching on anything or losing any of your equipment. It was a rather elegant pencil dive, in fact. And now you may use your arms for whatever you wish.


Sorcerer 2

I must escape the water before these damn Mers or worse drag me to my death, Numeo thinks, the shock of the water clearing his mind from his earlier fury. Time to hide.

One of the tags on my Potion of the Mysterious Mists is smoky. I'm going to try and Imbibe the potion to gain the ability to exude smoky occlusion from my skin's pores, creating a color cloud in the water that the marine animals can't find me in. That should give me the time I need to untangle myself.

My advanced move is Mutation - one of the advanced moves I gain from my Imbibe is permanent, able to be used again later at the cost of 1 HP. I gain 3 Warp, but am put in a spot, for my 7-9 Imbibe roll.

Imbibe a Potion of the Mysterious Mists: 2d6 + 3 ⇒ (1, 5) + 3 = 9


Exuding smoke sounds like a cool mutation to make permanent. But I feel like that advanced move is worth house ruling. You can pick any mutation within your first 3 to make permanent. So if you like this one, keep it. If not, then you have two more chances to make one you think is cooler. (But if you pass up the second one, then the third is it without choice). Savvy?

The act of imbibing something underwater is an usual process. Many sailors have lost healing potions at the very moment that they needed them most due to being beneath the waves. As soon as one uncorks the vial, the substance dissipates into the surrounding salt water. You're no rooky, however, and wouldn't make such a blunder. Tell me though, what's your trick?

As the liquid slides down your gullet, slightly tainted by the bitter sting of salt-water, the ocean surrounding you grows black and murky. Like a squid retreating into its own inkcloud, you evaporate in a billowing mist of black water. As soon as you try to move, however, you find that one of the snaps on your jacket is caught on the reef. It only takes a moment to free it, but its the same moment that the Eye of the Storm uses to right itself on the back of the rolling wave. The railing that was once so close to the surface of the water now looms high above the waves.

But you are free, and that's what matters right? Now what do you do?

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